- Changes in the behavior of D3D12 feature levels
- FL 11.0: compatibility mode with old D3D8/9 drivers (just like with D3D11)
- FL 12.0+: most performant, zero-copy path
- Changing some things in the D3D12 backend
- Fixing sampler descriptors and their shader declarations that was buggy in certain cases (SM 2.x+)
- Fixing an undervalidated sampler descriptor case for the sake of the Win11 SDK DX debug layer
- Improving handling of read-write resource hazards for better compatibility with D3D9 drivers (Tomb Raider 2013, DX9 renderer)
- Improving the state tracking/handling of depth/stencil planes (TR 2013, ...)
- Fixing a bug in mapping subresources (Motocross Madness 2)
- Improving the frontend debug layer
- More and better readable information here and there
- Removing old garbage reporting problems about read-write resource hazards and replacing it with an updated version
- Fixing some minor D3D8/9 frontend bugs
- Fixing a D3D6/7 lighting incompatibility (Tiger Woods PGA Tour 2004)
- Adding option GeneralExt\WatermarkDisplayDuration
- Some internal code changes
- I finished my neglected WinMM OS uptime fixer DLL and added it to the pack
- Not the theoretically perfect solution but at least it is a simple implementation
- Testing dgVoodoo with
- NV RTX 5060Ti (practically unusable with 32 bit D3D12, GPU crashes)
- Intel Arc B580 (solid results)
Detection rate on VirusTotal is 3 / 66.